I’ve never made a game nor do I plan on making one anytime soon, but I’ve always found it cool how much background thinking and implementing goes on to release a game and have it look good on different screens. I did some web design back in the day and I remember getting stuck on having my webpage fit nicely between pc and phone screens. This was a great video for a small channel like yourself
Thanks! Yeah, it's a topic I was also scratching my head over for quite some time. But after releasing one game I can grasp it pretty well, but still learned I learned a lot just by making this video.
You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.
Some interesting approaches, but I predict that localization will be a problem with sprite fonts. Many languages have complex ligatures (multiple characters become one complex character) , composable marks, ... Not sure how this is usually solved for pixel art style game, but I would use a text renderer that correctly handle all the complex rules and post-process it to make it "pixelated"...
Yes, thats true. But that would assume I will support non latin based alphabets (if thats correct term) which I won't do due to lack od resources. If game happens to be success and I can afford proper localiztion, then I will probably also have resources to rework text rendering.
I had some issues when changing this in Pumpkinman, and some of them made its way to the full release. It’s nothing super serious, but yeah, definitely better to think this over at the start of the project.
is there a way to make modern gameplay look old school pixelated? I like your approach to making videos subscribed, working on building a channel right now maybe we can collaborate later ^_^
Thanks for sub! About Your question, I'm not sure what effect You want to achieve. But I've seen devs making games in PSX style, or games in 3d with pixelart filter. I think Dead Cells was partially made in 3d with 2d pixelart filter.
I thought it was a pretty good intro video but aren't you using the term 'sub pixel incorrectly? Subpixel refers to manipulating the r g or b to actually work at a Subpixel level. You describe having a linear mapping and performing pixel level manipulations of a scaled bitmap as Subpixel which is technically untrue. It's pixel level manipulation of a scaled bitmap.
Yeah, the Subpixel term is quite unfortunate here, but at the same time it pretty well describes what is being 'faked' by pixel level manipulation of a scaled bitmap. But yes, 'subpixel rendering' is a separate technical term.
I’ve never made a game nor do I plan on making one anytime soon, but I’ve always found it cool how much background thinking and implementing goes on to release a game and have it look good on different screens. I did some web design back in the day and I remember getting stuck on having my webpage fit nicely between pc and phone screens. This was a great video for a small channel like yourself
Thanks! Yeah, it's a topic I was also scratching my head over for quite some time. But after releasing one game I can grasp it pretty well, but still learned I learned a lot just by making this video.
This is a cliché comment, but I was actually shocked when I finished the video and realized it didn't even have 200 views. Keep up the good work!
Thank You! Glad to hear that.
I will have to rewatch to understand everything but thanks, that was very interesting
Thanks!
great video, i enjoyed watching and i have to say your channel is so underrated!
Thank You Very Much! And good luck with Your dream game!
@@undermountain_dev thank you!
You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.
Haven't known about this, but it looks quite promising. Thanks for the tip!
Yeah, there should be free utilities that will generate them for you from a regular sprite font, and you'll have to use a special shader to render it.
nice video and good luck on your game👍👍👍👍👍👍👍
Thank You!
underrated
Thanks!
Some interesting approaches, but I predict that localization will be a problem with sprite fonts. Many languages have complex ligatures (multiple characters become one complex character) , composable marks, ... Not sure how this is usually solved for pixel art style game, but I would use a text renderer that correctly handle all the complex rules and post-process it to make it "pixelated"...
Yes, thats true. But that would assume I will support non latin based alphabets (if thats correct term) which I won't do due to lack od resources. If game happens to be success and I can afford proper localiztion, then I will probably also have resources to rework text rendering.
Spooky scary skeleton💀
It can be a nightmare if you don't think the numbers through at the beginning, you're right.
I had some issues when changing this in Pumpkinman, and some of them made its way to the full release. It’s nothing super serious, but yeah, definitely better to think this over at the start of the project.
Im a pixel purist. I cant stand seeing pixel rotate or slip in a game x_x
Understandable. Personally this doesn't bother me so I allow this in my game.
is there a way to make modern gameplay look old school pixelated? I like your approach to making videos subscribed, working on building a channel right now maybe we can collaborate later ^_^
Thanks for sub! About Your question, I'm not sure what effect You want to achieve. But I've seen devs making games in PSX style, or games in 3d with pixelart filter. I think Dead Cells was partially made in 3d with 2d pixelart filter.
I thought it was a pretty good intro video but aren't you using the term 'sub pixel incorrectly? Subpixel refers to manipulating the r g or b to actually work at a Subpixel level. You describe having a linear mapping and performing pixel level manipulations of a scaled bitmap as Subpixel which is technically untrue. It's pixel level manipulation of a scaled bitmap.
Yeah, the Subpixel term is quite unfortunate here, but at the same time it pretty well describes what is being 'faked' by pixel level manipulation of a scaled bitmap. But yes, 'subpixel rendering' is a separate technical term.
They use a program called pixel renderer
How *do* modern games handle pixel art?
ftfy